/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlComponent.h
Note that Controls and Body Modifiers are given names (which are predictable). These names can then be stored (perhaps in arrays) to make it easy to quickly change multiple Controls/Body Modifiers.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(BlueprintSpawnableComponent), ClassGroup=Physics, Experimental) class UPhysicsControlComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
bool
bShowDebugBodyModifierList
Display all the body modifiers and their basic properties when this component is selected
bool
bShowDebugControlList
Display all the controls and their basic properties when this component is selected
bool
bShowDebugVisualization
Visualize the controls when this component is selected
FString
DebugBodyModifierDetailFilter
Display detailed info for body modifiers containing this string (if non-empty) when this component is selected
FString
DebugControlDetailFilter
Display detailed info for controls containing this string (if non-empty) when this component is selected
TPimplPtr< FPhy...
Implementation
int32
MaxNumControlsOrModifiersPerName
Upper limit on the number of controls or modifiers that will be created using the same name (which will get a numerical postfix).
float
TeleportDistanceThreshold
If the component moves by more than this distance then it is treated as a teleport, which prevents velocities being used for a frame.
float
TeleportRotationThreshold
If the component rotates by more than this angle (in degrees) then it is treated as a teleport, which prevents velocities being used for a frame.
float
VelocityPredictionTime
The time used when "predicting" the target position/orientation.
float
VisualizationSizeScale
Size of the gizmos etc used during visualization